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# Undercooked - a game about cooking
# Copyright 2024 metamuffin
# Copyright 2024 tpart
# Copyright 2024 nokoe
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
extends Node
signal settings_changed()
# Each setting contains a dictionary with the following keys:
# "type": The type of the setting. Can be "toggle", "line", "range", "dropdown", or "dropdown_preset"
# "value": The value of the setting. When using "dropdown", this contains an int
# as the index for the respecitve element in the "options" array.
# (Optional: Only when type "dropdown_preset") "apply": A dictionary to override all other settings.
# (Optional: Only when type "range") "min" and "max": The min and max values.
# "description": The setting name displayed in the settings menu.
# (Optional: Only when type "dropdown") "options": An array which contains all
# possible values.
var default_profile := {
"username": "Giovanni",
"character": 0,
"last_server_url": ""
}
var languages := [tr("System default"), "en", "de"]
var default_settings := {
"language": DropdownSetting.new(tr("Language"), 0, languages),
"aa": DropdownSetting.new(tr("Anti-aliasing"), 2, [tr("Disabled"), "FXAA", "MSAA 2x", "MSAA 4x"]),
"taa": ToggleSetting.new(tr("Temporal Anti-Aliasing"), false),
"fullscreen": ToggleSetting.new(tr("Fullscreen"), false),
"touch_controls": ToggleSetting.new(tr("Enable touch screen conrols"), DisplayServer.is_touchscreen_available()),
"interpolate_camera_rotation": ToggleSetting.new(tr("Interpolate the camera rotation"), true),
"invert_camera": ToggleSetting.new(tr("Invert camera movement"), false),
"server_binary": TextSetting.new(tr("Server binary (leave empty to search PATH)"), "", "Enter path"),
"server_data": TextSetting.new(tr("Server data directory (leave empty to auto-detect)"), "", "Enter path"),
"voxel_gi": ToggleSetting.new(tr("Use VoxelGI (Blocks the game on map update but is more accurate)"), false),
"sdfgi": ToggleSetting.new(tr("Use SDFGI (Doesn't block the game but produces more artifacts)"), false),
"grass_amount": RangeSetting.new(tr("3D grass amount per grass tile"), 16, 0, 32),
"setup_complete": ToggleSetting.new(tr("Initial setup complete. (Uncheck and restart to reenter)"), false),
"latch_boost": ToggleSetting.new(tr("Always extend boost to maximum duration"), true)
}
var profile: Dictionary
var settings: Dictionary
var server_url = ""
var error_message = ""
var focused_node: Control
func _ready():
profile = load_dict("user://profile", default_profile)
load_settings("user://settings")
apply_settings()
get_viewport().gui_focus_changed.connect(Sound.play_hover_maybe)
get_viewport().gui_focus_changed.connect(func (node): focused_node = node)
func _input(_event):
if Input.is_action_just_pressed("fullscreen"):
Global.set_setting("fullscreen", not Global.get_setting("fullscreen"))
save_settings()
update_fullscreen()
func apply_settings():
update_fullscreen()
update_language()
# Anti-aliasing
match get_setting("aa"):
0:
get_viewport().msaa_2d = Viewport.MSAA_DISABLED
get_viewport().msaa_3d = Viewport.MSAA_DISABLED
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
1:
get_viewport().msaa_2d = Viewport.MSAA_DISABLED
get_viewport().msaa_3d = Viewport.MSAA_DISABLED
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_FXAA
2:
get_viewport().msaa_2d = Viewport.MSAA_2X
get_viewport().msaa_3d = Viewport.MSAA_2X
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
3:
get_viewport().msaa_2d = Viewport.MSAA_4X
get_viewport().msaa_3d = Viewport.MSAA_4X
get_viewport().screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
# Temporal Anti-aliasing
get_viewport().use_taa = get_setting("taa")
emit_signal("settings_changed")
func update_language():
var lang_idx: int = get_setting("language")
var lang = languages[lang_idx]
if lang_idx != 0: # 0 is system language
TranslationServer.set_locale(lang)
else:
TranslationServer.set_locale(OS.get_locale_language())
func update_fullscreen():
if get_setting("fullscreen"):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
elif DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
func save_profile():
save_dict("user://profile", profile)
func save_settings():
for v in settings.values():
v.fetch_setting()
var dict := {}
for k in settings.keys():
var setting: GameSetting = settings[k]
dict[k] = setting.get_value()
save_dict("user://settings", dict)
func save_dict(path: String, dict: Dictionary):
var f = FileAccess.open(path, FileAccess.WRITE)
f.store_var(dict.duplicate(true))
func load_dict(path: String, default: Dictionary) -> Dictionary:
# TOCTOU here. Godot docs says its fine.
if not FileAccess.file_exists(path):
print("Skip profile load")
return default
var f = FileAccess.open(path, FileAccess.READ)
var saved_dict = f.get_var()
if saved_dict != null and saved_dict is Dictionary:
add_missing_keys(saved_dict, default)
print("Loaded dict: ", saved_dict)
return saved_dict
func load_settings(path: String):
settings = default_settings
if not FileAccess.file_exists(path):
print("Skip settings load")
return
var f = FileAccess.open(path, FileAccess.READ)
var saved_dict = f.get_var()
if saved_dict != null and saved_dict is Dictionary:
for k in default_settings.keys():
var setting: GameSetting = default_settings[k]
if saved_dict.has(k):
setting.set_value(saved_dict[k])
settings[k] = setting
func on_vulkan() -> bool:
return ProjectSettings.get_setting("rendering/rendering_device/driver") == "vulkan"
func add_missing_keys(dict: Dictionary, reference: Dictionary):
for k in reference.keys():
if !dict.has(k):
dict[k] = reference[k]
else:
if dict[k] is Dictionary:
add_missing_keys(dict[k], reference[k])
func get_setting(key: String):
if settings.has(key):
return settings[key].get_value()
else:
push_error("Tried to access setting \"%s\", which does not exist (missing key)" % key)
return null
func set_setting(key: String, value):
if !settings.has(key):
push_error("Tried to set setting \"%s\", which does not yet exist (missing key)" % key)
return
settings[key].set_value(value)
func interpolate(current, target, dt):
return target + (current - target) * exp(-dt)
func interpolate_angle(current, target, dt):
if abs(target - current) > PI:
if target < 0:
target += PI * 2
else:
target -= PI * 2
return target + (current - target) * exp(-dt)
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